Part of having multiple Princes is the idea that bored players turn on each other more than entertained ones do. Mostly, it's for building plots, stories, giving people one-offs of sniping Prince of Pooville's people instead of focusing that violent desire on other players. Again, it might be a pipe dream, and it will take some steady plot running on staff's end, or foisting plot lines off on volunteer st's. And if it falls through or fails, it isn't hard to run a bigger 'Everyone loses except this guy here' to take over and go back to a single Prince set up.
I'm leaning towards having the competitive Princes all be NPC's. So one set of PC's for an ic powerbase, surrounded by NPC enemies, or allies. That'll save on the diluting, and still give the core of PC's that power and status that makes having a position important. And we can even have off-screen updates on which NPC is fighting which NPC.
I don't recall if xp is capped or not - that is hidden in the helpfiles that are on the game, but interfered with by the hardcode helpfiles. If I can figure out turning off the hardcode helpfiles, the in-game ones should work again. I think. squints at it. I also don't really see 45xp as dinosaur levels for 2.0.
100xp is getting up there. The main focus, iirc, was on st'ing and plotting to get the lion's share of xp. And no, I have no interest in not rewarding active st's for the huge amount of story and activity they add to a game. I think if someone wants to put hours (at least 2-3+ per scene, easily) into contributing to a game, they should get something for it.